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0
Nov 15, 2024 18:18:41 GMT
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Pounce de León
Praise the Justicat!
7,945
August 2016
catastrophy
caustic_agent
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Post by Pounce de León on May 7, 2017 19:45:07 GMT
Combo damage change is almost insignificant, I'd take the lower DR every time. Shotguns and high ROF weapons should benefit especially. I'd take DR path also, but I can't be arsed to change my SP difficulty for this.
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Apr 29, 2018 11:26:39 GMT
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misguidedworm7
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Post by misguidedworm7 on May 7, 2017 20:04:02 GMT
All melee are aoe. And most can hit targets to the side and some even behind you, though some have more generous hitboxes than others. Krogan headbutt has the largest aoe, and remnant cryo gauntlet the smallest.
Melee has a "bullet" and can score headshots if this hits, but the path of the bullet is fixed, and can not be aimed vertically, meaning the enemy has to be in the way of the hit. the bullet leaves a shot marker on walls and floors where the sweet spot is, and the aoe surrounds this.
For most melee's (omni, biotic punch, and derivatives) this shot is at around abdomen level and travels straight forward parallel to the ground. Adhis and wraiths can be hit in their crit zone while jumping, and humanoids while they crouch in cover.
The Krogan hammer is unique in that the bullet starts above your head and travels down towards the ground, allowing you to easily hit weakpoints on most enemies if you are standing at the proper distance, but the slight forward movement makes lining up tricky.
I am not sure where the "shot" is for the asari sword. And I can't provide super detailed notes, as I am on xbox, and am relying on less precise testing methods than pc has available. I don't know whether the melee headshots do more damage than normal, or whether they have varying modifiers.
Edit. Also the krogan hammer has some hitbox oddities with pull, and it seams like you can hit distant held targets so long as you maintain line of sight and the proper hold animation starts, if there is a second hitbox originating at pulled targets this would explain the multiple hit instances. I have hit targets more than 10m distant from me with melee while dragging them towards myself, when they should have been out of range.
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srkm00b
N1
Games: Mass Effect Andromeda
Origin: SRKm00b
Posts: 33 Likes: 99
inherit
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Nov 11, 2017 23:18:14 GMT
99
srkm00b
33
May 2017
srkm00b
Mass Effect Andromeda
SRKm00b
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Post by srkm00b on May 7, 2017 20:14:10 GMT
EDIT: Just saw misguidedworm7 's post. Will record hit box tests with KGlad now. EDIT 2: streamable.com/x8zwl Can you confirm the third hit is what you consider a "headshot"? If so, it receives no bonuses on KGlad. EDIT 3: streamable.com/giwyl Pull + Melee Range test: appears to be ~12m as stated. imgur.com/a/JWAma for 10m reference. Think I forgot to post this after I tested. Asari Duelist Melee Values HP, 1494075478, 57.658, 69B12A10, 0.000, 1900.000, 1500.000, -400.000 // HP HP, 1494075593, 172.894, 94024C40, 1900.000, 1900.000, 1771.795, -128.205 // Jump Direct hit HP, 1494075593, 172.916, 9A2B41E0, 1900.000, 1900.000, 1643.205, -256.795 // Jump AOE
SH, 1494075559, 138.692, 6AD468C0, 0.000, 1187.500, 787.500, -400.000 // Shields SH, 1494075667, 247.160, 6A3ADB90, 0.000, 1187.500, 1059.295, -128.205 // Jump Direct Hit SH, 1494075667, 247.172, 6A3ADB90, 0.000, 1059.295, 802.500, -256.795 // Jump AOE
HP, 1494075970, 550.100, 6CCB3A80, 0.000, 3177.500, 2777.500, -400.000 // Armor HP, 1494075883, 462.987, 6CCB3A80, 0.000, 3562.500, 3434.295, -128.205 // Jump Direct Hit HP, 1494075883, 463.005, 6CCB3A80, 0.000, 3434.295, 3177.500, -256.795 // Jump AOE
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Apr 29, 2018 11:26:39 GMT
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misguidedworm7
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March 2017
misguidedworm7
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Post by misguidedworm7 on May 7, 2017 21:22:46 GMT
Yes the third hit looks right. It is harder to tell when the enemy survives, it will destroy the head completely on headshot death, but not normally. Headshots on other melees are much harder to get because of the specific positioning. and the headshot path can be seen on walls when it connects and leaves a marker.
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115
0
2,714
capn233
1,708
August 2016
capn233
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
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Post by capn233 on May 7, 2017 21:43:10 GMT
Stealth Grid Base Tests-Stealth Grid base bonus duration seems to be about 0.5s, similar to base Tactical Cloak. 1. Does fully-auto weapons have the 2 seconds delay like on Tactical Cloak? (like it does on your tests with TC) 2. Is Avenger Strike bugged with Stealth Grid? (I suppose it is) Weapons only had ~500ms of bonus time with base Tactical Cloak. It is 2s if you get Combat Cloak. I was using the Huntress to test Grid.
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968
varicite
629
Mar 16, 2017 14:14:59 GMT
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Post by varicite on May 7, 2017 21:49:37 GMT
EDIT: Just saw misguidedworm7 's post. Will record hit box tests with KGlad now. EDIT 2: streamable.com/x8zwl Can you confirm the third hit is what you consider a "headshot"? If so, it receives no bonuses on KGlad. EDIT 3: streamable.com/giwyl Pull + Melee Range test: appears to be ~12m as stated. imgur.com/a/JWAma for 10m reference. Think I forgot to post this after I tested. Asari Duelist Melee Values HP, 1494075478, 57.658, 69B12A10, 0.000, 1900.000, 1500.000, -400.000 // HP HP, 1494075593, 172.894, 94024C40, 1900.000, 1900.000, 1771.795, -128.205 // Jump Direct hit HP, 1494075593, 172.916, 9A2B41E0, 1900.000, 1900.000, 1643.205, -256.795 // Jump AOE
SH, 1494075559, 138.692, 6AD468C0, 0.000, 1187.500, 787.500, -400.000 // Shields SH, 1494075667, 247.160, 6A3ADB90, 0.000, 1187.500, 1059.295, -128.205 // Jump Direct Hit SH, 1494075667, 247.172, 6A3ADB90, 0.000, 1059.295, 802.500, -256.795 // Jump AOE
HP, 1494075970, 550.100, 6CCB3A80, 0.000, 3177.500, 2777.500, -400.000 // Armor HP, 1494075883, 462.987, 6CCB3A80, 0.000, 3562.500, 3434.295, -128.205 // Jump Direct Hit HP, 1494075883, 463.005, 6CCB3A80, 0.000, 3434.295, 3177.500, -256.795 // Jump AOE So 400 for base melee (matches wiki value), 385 for Jump Melee. Interesting, normal melee hits for more than the "big hit" jump melee. Nice to know. : )
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TheThirdRace
N3
MEA MP Builder
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
Origin: TheThirdRace
Posts: 268 Likes: 701
inherit
2032
0
701
TheThirdRace
MEA MP Builder
268
November 2016
thethirdrace
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
TheThirdRace
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Post by TheThirdRace on May 8, 2017 1:22:11 GMT
1. Does fully-auto weapons have the 2 seconds delay like on Tactical Cloak? (like it does on your tests with TC) 2. Is Avenger Strike bugged with Stealth Grid? (I suppose it is) Weapons only had ~500ms of bonus time with base Tactical Cloak. It is 2s if you get Combat Cloak. I was using the Huntress to test Grid. capn233 Turns out the semi-auto vs full-auto difference has been debunked, sorry for asking, I didn't saw it when it was posted. Would it be fair to assume anything "started" within 0.5 second gets the bonus? According to your tests, it looks like you were able to fit 2 extremely fast powers to cast and get the bonus for both. Same for Melee with omni-blades. Am I wrong to assume the rule could be as long as it starts in the first 0.5 second you're good? edit: I would like to ask if the projectile travel time matters or not? I mean, Lance or Throw work alright, but what happen if Throw's impact is more than 0.5 second after breaking cloak? Does the bonus still applies?
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srkm00b
N1
Games: Mass Effect Andromeda
Origin: SRKm00b
Posts: 33 Likes: 99
inherit
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0
Nov 11, 2017 23:18:14 GMT
99
srkm00b
33
May 2017
srkm00b
Mass Effect Andromeda
SRKm00b
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Post by srkm00b on May 8, 2017 4:02:31 GMT
Not really related to OUR damage per se, but not really sure where to put it. Just thought this crowd in here would find it interesting Sharpshooter Lock-on Time is affected by SP difficulty Reddit Thread
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115
0
2,714
capn233
1,708
August 2016
capn233
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
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Post by capn233 on May 8, 2017 4:15:49 GMT
Weapons only had ~500ms of bonus time with base Tactical Cloak. It is 2s if you get Combat Cloak. I was using the Huntress to test Grid. capn233 Turns out the semi-auto vs full-auto difference has been debunked, sorry for asking, I didn't saw it when it was posted. Would it be fair to assume anything "started" within 0.5 second gets the bonus? According to your tests, it looks like you were able to fit 2 extremely fast powers to cast and get the bonus for both. Same for Melee with omni-blades. Am I wrong to assume the rule could be as long as it starts in the first 0.5 second you're good? edit: I would like to ask if the projectile travel time matters or not? I mean, Lance or Throw work alright, but what happen if Throw's impact is more than 0.5 second after breaking cloak? Does the bonus still applies? To be completely honest, I am not entirely sure what the rules are since they don't seem entirely consistent across the attack type, or TacCloak v Grid. For the most part what we can say is that for base TacCloak and base Stealth Grid the attack type that breaks cloak will get a bonus, and that bonus last for some sort of duration. For weapons it was 0.5s for both. For melee, it seemed like Cloak must have lasted longer than Grid since I could get in 2 melee, but 1 with SG. Incinerate getting 3 DOT ticks lasts however long it lasts it seems, but is always just impact+3 ticks as far as I can see. With respect to travel times, I am assuming projectile travel time isn't as important as when the power is cast... although this doesn't really completely fit unless you say the collision damage from throw isn't "cast" until the target hits something, and the DOT from Incinerate seems to work more based on tick count than time.
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115
0
2,714
capn233
1,708
August 2016
capn233
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
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Post by capn233 on May 8, 2017 5:20:12 GMT
Oh and need to qualify the above since Avenger Strike doesn't get bonus when breaking Stealth Grid, although the next qualifying attack type does. Avenger Strike Basic Tests-Avenger Strike does not benefit from Stealth Grid bonus, as was suspected by community. -Avenger Strike can get weak point hits, with 1.15x multiplier observed vs Assembler and Nullifier (likely 1.4x base). -Avenger Strike multiplier to shields and armor is 1x. -If breaking Stealth Grid with Avenger Strike, attacking with weapon or melee will give stealth bonus to the weapon or melee for duration consistent with previous Stealth Grid tests. -Did not appear possible to give Stealth Grid bonus to Sticky Grenade by breaking Stealth Grid with Avenger Strike, or weapons fire. -Sticky Grenade impact weak point bonus observed to be 1.15x vs Nullifier. -Did not observe any weak point bonus melees using Angara Avenger's basic melee against Assembler or Nullifier. *** Avenger (no passive)
Stealth Grid 1 30% wpn 30% pwr 30% melee
Avenger Strike 500 dmg
Avenger Strike v Assembler (Bronze)
At Timediff: 12.462 Damage : 575.000 <-weak point At Timediff: 2.594 Damage : 500.000 At Timediff: 26.360 Damage : 500.000 At Timediff: 14.549 Damage : 500.000 At Timediff: 14.680 Damage : 575.000 At Timediff: 15.262 Damage : 500.000 At Timediff: 12.455 Damage : 500.000 At Timediff: 14.263 Damage : 500.000 At Timediff: 14.763 Damage : 500.000 At Timediff: 14.963 Damage : 500.000 At Timediff: 16.783 Damage : 575.000 At Timediff: 22.534 Damage : 500.000 At Timediff: 13.493 Damage : 575.000
575/500=1.15
-Avenger Strike can get weak point hits, 1.15x multiplier to Assembler.
--
Stealth Grid, Avenger Strike
At Timediff: 111.561 Damage : 500.000
At Timediff: 28.629 Damage : 500.000 At Timediff: 0.765 Damage : 81.900 <-Equalizer stealth bonus body shot At Timediff: 0.097 Damage : 81.900 At Timediff: 0.095 Damage : 81.900 At Timediff: 0.095 Damage : 81.900 At Timediff: 0.096 Damage : 81.900 At Timediff: 0.097 Damage : 81.900 At Timediff: 0.096 Damage : 63.000 <-standard Equalizer VI shot At Timediff: 0.095 Damage : 63.000
At Timediff: 50.330 Damage : 500.000 At Timediff: 0.763 Damage : 81.900 At Timediff: 0.097 Damage : 81.900 At Timediff: 0.095 Damage : 81.900 At Timediff: 0.096 Damage : 81.900 At Timediff: 0.096 Damage : 81.900 At Timediff: 0.596 Damage : 63.000 At Timediff: 0.096 Damage : 63.000
63*(1+0.3)=81.9
-Equalizer gets stealth bonus after breaking stealth with Avenger Strike.
At Timediff: 120.328 Damage : 500.000 At Timediff: 1.097 Damage : 325.000 <- Angara melee At Timediff: 1.030 Damage : 250.000 At Timediff: 1.062 Damage : 250.000
250*(1+0.3)=325
-First melee after Avenger Strike gets bonus after breaking stealth with Avenger Strike.
At Timediff: 60.162 Damage : 500.000 At Timediff: 0.764 Damage : 81.900 <-stealth bonus Equalizer At Timediff: 0.262 Damage : 81.900 At Timediff: 1.028 Damage : 250.000 <-normal melee
At Timediff: 22.096 Damage : 500.000 At Timediff: 1.097 Damage : 325.000 <-stealth bonus melee At Timediff: 0.462 Damage : 63.000 <-normal Equalizer At Timediff: 0.096 Damage : 72.450 <-Equalizer weak point At Timediff: 0.196 Damage : 72.450 At Timediff: 0.096 Damage : 63.000
63*1.15=72.45
-Stealth Grid bonus only applies to one attack type after breaking stealth with Avenger Strike.
--
Avenger Strike v Observer Shield (Bronze)
At Timediff: 8.163 Damage : 500.000 At Timediff: 36.830 Damage : 500.000 At Timediff: 14.430 Damage : 500.000
Avenger v Observer Shield (Bronze)
At Timediff: 8.163 Damage : 500.000 At Timediff: 36.830 Damage : 500.000 At Timediff: 14.430 Damage : 500.000
-Avenger Strike has 1x multiplier to shields.
Avenger Strike v Nullifier (Bronze)
At Timediff: 24.861 Damage : 500.000 At Timediff: 15.695 Damage : 575.000 At Timediff: 13.994 Damage : 575.000 At Timediff: 16.427 Damage : 575.000
-Avenger Strike has 1x multiplier to armor. -Weak point bonus hits were relatively common against this target. Sticky Grenade
At Timediff: 18.193 Damage : 25.000 At Timediff: 1.494 Damage : 1100.000
Stealth Grid, Sticky, Avenger Strike
At Timediff: 18.492 Damage : 25.000 At Timediff: 1.495 Damage : 1100.000 At Timediff: 0.228 Damage : 500.000
At Timediff: 27.962 Damage : 25.000 At Timediff: 1.494 Damage : 1100.000 At Timediff: 1.012 Damage : 575.000
Stealth Grid, Avenger Strike, Sticky Grenade
At Timediff: 40.094 Damage : 575.000 At Timediff: 1.062 Damage : 25.000 At Timediff: 1.494 Damage : 1100.000
Stealth Grid, Sticky Grenade, Equalizer
At Timediff: 55.960 Damage : 28.750 <-sticky weak point impact At Timediff: 0.495 Damage : 61.900 <-Equalizer stealth bonus At Timediff: 0.095 Damage : 74.185 <-Equalizer weak point, stealth bonus At Timediff: 0.094 Damage : 61.900 At Timediff: 0.094 Damage : 61.900 At Timediff: 0.094 Damage : 61.900 At Timediff: 0.094 Damage : 61.900 At Timediff: 0.095 Damage : 43.000 <-normal Equalizer body shot At Timediff: 0.102 Damage : 43.000 At Timediff: 0.087 Damage : 43.000 At Timediff: 0.092 Damage : 43.000 At Timediff: 0.095 Damage : 1100.000 <-sticky detonation At Timediff: 0.013 Damage : 43.000
25*1.15=28.75
63*(1+0.3)-20=61.9 63*(1+0.3)*1.15-20=74.185
63-20=43
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7709
0
1,423
peddroelm
482
Apr 16, 2017 13:06:59 GMT
April 2017
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Post by peddroelm on May 8, 2017 7:47:02 GMT
(SR receiver 1) +48 % penetration damage add on. Is actually a multiplier to the base damage of shots that went trough cover (tested) or other enemies (not tested yet).
viper 4 356 base ;
409.400 // 356 * (1 + 0.05 + 0.1) = 409.4 196.512 // through obstacle 356 * 0.48 * (1 + 0.05 + 0.1) = 196.512
587.400 // +cloak 356 * (1 + 0.05 + 0.1 + 0.5) = 587.4 281.952 // same + obstacle 356 * 0.48 * (1 + 0.05 + 0.1 + 0.5) =281.952
/////////////////////////////////////
some more damage reduction tests on asari sentinel tutorial
dash FORGOT // sprint *1 // HOVER *1
hit without player DR 26.786 18.473 // Tech Armor 26.786 * (1 / (1 + 0.45)) = 18.473 OK 13.195 // TA + cover 26.786 * (1 / (1 + 0.45 + 0.4)) = 14.4789 WRONG ?? RETEST ? 26.786 / ((1 + 0.4) * (1 + 0.45)) =13.1950 OK MAKES SENSE BUT DIFFERENT FORMULA 12.175 // TA + backslash // 26.786 * (1 / (1 + 0.45 + 0.75)) = 12.1754 OK
So the player DR formula is a bit more alembicated than originally thought .
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SentinelBorg
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire, Mass Effect Andromeda
Origin: SentinelBorg
Posts: 92 Likes: 92
inherit
5065
0
Aug 21, 2017 18:34:50 GMT
92
SentinelBorg
92
Mar 19, 2017 14:30:53 GMT
March 2017
sentinelborg
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire, Mass Effect Andromeda
SentinelBorg
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Post by SentinelBorg on May 8, 2017 10:04:05 GMT
Wait what, Avenger Strike can get weak point hits? So I should aim for the head before hitting the button and teleporting across the battlefield?
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0
Apr 29, 2018 11:26:39 GMT
401
misguidedworm7
288
March 2017
misguidedworm7
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Post by misguidedworm7 on May 8, 2017 11:31:19 GMT
Wait what, Avenger Strike can get weak point hits? So I should aim for the head before hitting the button and teleporting across the battlefield? I am pretty sure that it is like melee in that you don't aim it, just that if it happens to line up, which is easier on some targets than others.
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SentinelBorg
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire, Mass Effect Andromeda
Origin: SentinelBorg
Posts: 92 Likes: 92
inherit
5065
0
Aug 21, 2017 18:34:50 GMT
92
SentinelBorg
92
Mar 19, 2017 14:30:53 GMT
March 2017
sentinelborg
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire, Mass Effect Andromeda
SentinelBorg
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Post by SentinelBorg on May 8, 2017 12:12:01 GMT
Wait what, Avenger Strike can get weak point hits? So I should aim for the head before hitting the button and teleporting across the battlefield? I am pretty sure that it is like melee in that you don't aim it, just that if it happens to line up, which is easier on some targets than others. But how? I mean with the teleport it is always the same animation. The enemy stands up, you appear behind him/her and then you strike. Maybe capn233 can tell us how he did it.
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Apr 29, 2018 11:26:39 GMT
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misguidedworm7
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Post by misguidedworm7 on May 8, 2017 12:25:54 GMT
I am pretty sure that it is like melee in that you don't aim it, just that if it happens to line up, which is easier on some targets than others. But how? I mean with the teleport it is always the same animation. The enemy stands up, you appear behind him/her and then you strike. Maybe capn233 can tell us how he did it. I suspect the hitbox is similar to melee that it is roughly torso height, meaning it will not hit high enough to strike heads. Assemblers, dogs, and nullifiers have lower set weak-points, and nullifiers in particular have their weakpoints on their back, meaning the strike naturally lines up with it more often than not
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peddroelm
482
Apr 16, 2017 13:06:59 GMT
April 2017
peddroelm
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Post by peddroelm on May 8, 2017 13:06:37 GMT
condensed/"textified" 1.05 combo damage formula
DiffBase * DetonatorMul * VsDefence * (1+ ComboBonus1) * ...* (1+ ComboBonusN) * (1 + SumOfDebuffs)
DiffBase: (Normal, Hardcore, Insanity), Biotic (275, 315, 350), Cryo (225, 265, 300), Fire (225, 256, 275), Tech (125, 150, 175) DetonatorMul: *1 or *0.75 for Throw and *0.5 for Shockwave VsDefence: *1 or Tech *3.5 vs Shield; Cryo & Fire *1.5 vs Armor ComboBonusN: Combo Damage Evolutions ARE MULTIPLICATIVE SumOfDebuffs: Sum of extra damage debuffs affecting target.
Primers: (biotic) Annihilation, Nova R6a, Pull, Shockwave R6B, Singularity, Throw (cryo) Assault Turret 6a, Cryo Beam, Cryo Ammo, Cryo Barrel (fire) Assault Turret 6b, Flamethrower, Incinerate, Incendiary Ammo, Fire Barrel (tech)Energy Drain 5A, Overload, Barricade 6b, Remnant VI 6b, Avenger Strike 6a, Fortify 6b, Trip Mine 6b, Disruptor Ammo, Tech Barrel
Detonators: Charge, Lance, Throw *0.75, Shockwave *0.5, Energy Drain, Incinerate 6a, Overload, Remnant VI 6a, Concussive Shot & Trip Mine 6a
0bs: -shockwave can detonate multiple targets in a single cast. -throw [4b, 6a] can also AOE detonate
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rlro
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
Origin: rlro
Posts: 288 Likes: 386
inherit
4870
0
Nov 28, 2017 23:47:05 GMT
386
rlro
288
Mar 17, 2017 22:13:59 GMT
March 2017
rlro
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
rlro
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Post by rlro on May 8, 2017 14:38:12 GMT
Oh and need to qualify the above since Avenger Strike doesn't get bonus when breaking Stealth Grid, although the next qualifying attack type does. Avenger Strike Basic Tests-Avenger Strike does not benefit from Stealth Grid bonus, as was suspected by community. -Avenger Strike can get weak point hits, with 1.15x multiplier observed vs Assembler and Nullifier (likely 1.4x base). -Avenger Strike multiplier to shields and armor is 1x. -If breaking Stealth Grid with Avenger Strike, attacking with weapon or melee will give stealth bonus to the weapon or melee for duration consistent with previous Stealth Grid tests. -Did not appear possible to give Stealth Grid bonus to Sticky Grenade by breaking Stealth Grid with Avenger Strike, or weapons fire. -Sticky Grenade impact weak point bonus observed to be 1.15x vs Nullifier. -Did not observe any weak point bonus melees using Angara Avenger's basic melee against Assembler or Nullifier.
Does Avenger Strike benefits from the melee increase passives (like the 50% melee increase of rank 5A of Bioelectric Defense, for instance)?
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8089
0
Nov 26, 2024 22:28:32 GMT
5,359
lennybusker
1,862
April 2017
lennybusker
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
LennyBusker
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Post by lennybusker on May 8, 2017 14:47:33 GMT
condensed/"textified" 1.05 combo damage formula DiffBase * DetonatorMul * VsDefence * (1+ SumComboBonuses) * (1 + SumOfDebuffs) DiffBase: (Normal, Hardcore, Insanity), Biotic (275, 315, 350), Cryo (225, 265, 300), Fire (225, 256, 275), Tech (125, 150, 175) DetonatorMul: *1 or *0.75 for Throw and *0.5 for Shockwave VsDefence: *1 or Tech *3.5 vs Shield; Cryo & Fire *1.5 vs Armor SumComboBonuses: Sum of Extra Combo Damage Evolutions SumOfDebuffs: Sum of extra damage debuffs affecting target. Primers: (biotic) Annihilation, Nova R6a, Pull, Shockwave R6B, Singularity, Throw (cryo) Assault Turret 6a, Cryo Beam, Cryo Ammo, Cryo Barrel (fire) Assault Turret 6b, Flamethrower, Incinerate, Incendiary Ammo, Fire Barrel (tech)Energy Drain 5A, Overload, Remnant VI 6b, Avenger Strike 6a, Fortify 6b, Trip Mine 6b, Disruptor Ammo, Tech Barrel Detonators: Charge, Lance, Throw *0.75, Shockwave *0.5, Energy Drain, Incinerate 6a, Overload, Remnant VI 6a, Concussive Shot & Trip Mine 6a 0bs: -shockwave can detonate multiple targets in a single cast. -throw [4b, 6a] can also AOE detonate beautiful, nice work
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8093
0
Sept 30, 2019 22:23:44 GMT
855
hanskey
509
April 2017
hanskey
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Post by hanskey on May 8, 2017 14:52:22 GMT
FYI, I followed a Reddit trail of breadcrumbs to another source of game-file readouts for weapons stats, from the same group that broke the "SP determines MP" story on the community.
This enabled me to get reload times, weapon damage, force per shot (or is it per projectile? - idk), and to figure out burst weapon max DPS, based on the effective RoF, from the listed RoF + re-fire delay timer. I used the updated weak point multipliers from uBSN (http://bsn.boards.net/thread/9439/numerical-damage-tests), and assumed 1.4 for all that have not yet been tested, as that's not a weapon stat they uncovered in the game files. Also, lots of weight corrections.
On burst weapons, the bad news is that given the cooldown timer mechanic, no burst-fire weapon gets more than 2 bursts/second max, period and you'll see that reflected in the Max DPS numbers. The fact is that Valkyrie, (the rarest bust weapon, I believe) is terrible such that you'd almost be better off using the Avenger. So that's the state of burst weapons in the game.
Also, I believe the accuracy numbers (not just the UI accuracy I've listed, but min & max, etc.) explain why the Equalizer gets so much love. It has decent DPS (nothing amazing, but very solid), but the Equalizer can be very effective at close and medium range because it has literally the best aim numbers of all pistols with almost no recoil, and so you are much more likely to get close to the Max DPS listed on my spreadsheet compared with other pistols when actually in-game. It looks OK by bottom line damage numbers, but it looks great when you factor in the real in-game impact of aim and hit likelihood, especially weakpoint hit likelihood, compared to other solid rapid-fire option pistols. If you always play CC, then there are better options, but Equalizer starts to make sense for anyone wanting decent DPS+full auto+High DPC+accurate at middle range. I think it will look even better when I do some average DPS for sustained fire calculations, because DPC gets huge and reload times are pretty long.
I will be adding various calculations over several days, such as full-ammo average dps, now that I have reload numbers, and full-clip average DPS.
Does anyone know the significance of force in this game? Ragdoll cutoff level, or anything? I think ME3, the target for powers was 1000 force, because that was min to stun armored chars?
TL;DR - go to the OP ITT, to find updated weapons stat sheets and before you ask I'm working on figuring out how to freeze left columns and top row, but I may have to switch from Publishing as webpage to Gdocs read-only and then the link will need to be updated. Feedback/corrections welcome!
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Post by srkm00b on May 8, 2017 15:17:07 GMT
Just from memory, it seems as though some melees + Lance can stagger mooks, and the likes of Throw will stagger mid level enemies like Saboteurs, Anarchists, Anointed, etc. No numerical tests I've done but may be a good starting point.
Also forgot to say, that depending on what the enemies are doing, it appears as if they have iframes and some staggers may be lost.
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Post by peddroelm on May 8, 2017 15:18:43 GMT
FYI, I followed a Reddit trail of breadcrumbs to another source of game-file readouts for weapons stats, from the same group that broke the "SP determines MP" story on the community. We (lennybusker and srkm00b and hello isaak) broke that story .
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Post by hanskey on May 8, 2017 15:35:31 GMT
FYI, I followed a Reddit trail of breadcrumbs to another source of game-file readouts for weapons stats, from the same group that broke the "SP determines MP" story on the community. We (lennybusker and srkm00b and hello isaak) broke that story . Yeah (well played, btw!!!), this was ultimately where I followed Hello_Isaac to: www.reddit.com/r/MECoOp/comments/69iles/all_multiplayer_weapon_stats_for_all_current_and/The spreadsheet I used (https://docs.google.com/spreadsheets/d/1t-1sfl-IPyu1zOfvlyHTxzuUjNTB5lm_10OLNfa_CD8/edit#gid=1849621649) was made by Wavebend and Munchyfly and seemed good on everything except Vanquisher mag size, which is obviously not 2.
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Post by Zerfidius on May 8, 2017 15:51:18 GMT
... except Vanquisher mag size, which is obviously not 2. That would have balanced the Vanquisher relative to the other sniper rifles. You know I'm right. Lucky for us, somebody snuck in a nice buff and nobody on the post release team has any clue what the original weapon was suppose to be. Thanks again for all the testing, y'all. More interest than the game itself at times.
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Post by lennybusker on May 8, 2017 15:57:19 GMT
... except Vanquisher mag size, which is obviously not 2. That would have balanced the Vanquisher relative to the other sniper rifles. You know I'm right. Lucky for us, somebody snuck in a nice buff and nobody on the post release team has any clue what the original weapon was suppose to be. Thanks again for all the testing, y'all. More interest than the game itself at times. I've been of the firm belief that the Vanquisher was S-tier by pure accident. Even after the headshot mod fuckup was fixed.
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Post by hanskey on May 8, 2017 16:00:37 GMT
condensed/"textified" 1.05 combo damage formula DiffBase * DetonatorMul * VsDefence * (1+ SumComboBonuses) * (1 + SumOfDebuffs) DiffBase: (Normal, Hardcore, Insanity), Biotic (275, 315, 350), Cryo (225, 265, 300), Fire (225, 256, 275), Tech (125, 150, 175) DetonatorMul: *1 or *0.75 for Throw and *0.5 for Shockwave VsDefence: *1 or Tech *3.5 vs Shield; Cryo & Fire *1.5 vs Armor SumComboBonuses: Sum of Extra Combo Damage Evolutions SumOfDebuffs: Sum of extra damage debuffs affecting target. Primers: (biotic) Annihilation, Nova R6a, Pull, Shockwave R6B, Singularity, Throw (cryo) Assault Turret 6a, Cryo Beam, Cryo Ammo, Cryo Barrel (fire) Assault Turret 6b, Flamethrower, Incinerate, Incendiary Ammo, Fire Barrel (tech)Energy Drain 5A, Overload, Remnant VI 6b, Avenger Strike 6a, Fortify 6b, Trip Mine 6b, Disruptor Ammo, Tech Barrel Detonators: Charge, Lance, Throw *0.75, Shockwave *0.5, Energy Drain, Incinerate 6a, Overload, Remnant VI 6a, Concussive Shot & Trip Mine 6a 0bs: - shockwave can detonate multiple targets in a single cast.-throw [4b, 6a] can also AOE detonate ShockWave + Singularity is nice, b/c of the above. You can 'splode as many as you have primed in your Singularity. Adding SW primer evolution (Lifting SW, which primes everyone hit by SW, even enemies you can't actually float with it, btw!!), means you can reprime as many as you detonate for follow up detonations by other players using Lance/double Throw, etc.. SW+Sing is dope as fuck given this and HuAdept in MP suddenly is fun. Example: 3 enemies in Singularity = 3 prime + SW = 3 detonations taken by each enemy (because of their close proximity and b/c you took the combo radious evo, right?) & all 3 are primed for another detonation each. Imagine that you have additional HuAdept with Lifting SW, then you to can throw down a total of 6 combo explosions on each enemy trapped in the Singularity in fractions of a second, some of which might hit weakpoints. Compound this further with by following up with Throw specc'ed for double Throw or Radius for AOE and get you 2 or 3 more combo detonations on each enemy all of which could be done within 1 second AND all detonated by Throw are re-primed as well!! Add in a 4 char with anoth power that det+prime and this is the rapid pace, infinite biotic explosion possibility, that makes even these ultra-nerfed combos, p fucking good. Rolling a team of HuAdept, ultra-specced for combos = easy mode on Gold?
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